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Touchline Logic
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Touchline Logic · Match controls

Every move, and how to make it

Each card plays the gesture on a mini pitch: where your finger goes, what menu opens, and what happens next. Every card also says what decides the move, what can go wrong, what beats it, and how to use it well. Read from the game's code as of 29 Sep 2026, and checked against every action type and every control on the match screen.

Ready to try them? The Manager Academy turns every move into a drill: draw it, get graded against the perfect version, and unlock the next.

  1. Wait for "Your turn"The header tells you when it's your move, or "Your turn — defend" when you must answer theirs.
  2. Drag the ball or a playerDrag the ball to pass, shoot or dribble. Drag a player without the ball to make a run.
  3. Pick the style, confirmIf the move has options (ground, chipped, in-swing…), a strip opens. Confirm keeps the first one.
  4. Tap the receiverFor passes, tap the man you're passing to. The tap plays the pass.
Your playersOpponentsYour keeperYour fingerBall pathPlayer runTheir move

How contests are decided

Five rules sit under every move in the game.

Every contest is a score differenceEach move scores your player against theirs. The difference picks one of 15 outcome bands, from a clean win to a clear loss. Attributes are weighted per move (the cards list the big ones) and tiredness wears everything down.
Distance matters for every moveEach move has a reach that grows with the player (0.6× to 1.4× the base). Inside half the reach it works at full strength; at the edge it's down to 30%; beyond that it falls away fast, and far beyond it risks injury.
Conditions scale everythingWeather, wind, pitch, weak foot, chemistry, form and crowd together multiply a player by 0.6–1.2. Heavy rain: passing ×0.92, dribbling ×0.88. Strong wind: aerial ×0.88. Waterlogged: passing ×0.85, dribbling ×0.80. Weak foot: ×0.80–0.97.
Nothing is randomThe same situation always gives the same result. The few "rolls" (does he bite on a feint, does the keeper fumble) come from a fixed hash of the match, not a dice throw.
Every move costs time and energyMoves take seconds off the clock and drain stamina. Sprints, slides, presses and speed dribbles are the most tiring.

Attacking

Moves with the ball. Drag the ball from the man who has it; where you release, how far you drag and where the ball ends up decide the move. After the drag, a style strip may open (Confirm keeps the first option), then for passes you tap the receiver.

Short pass

SHORT_PASS
  1. Drag the ball from the man on it and release on a team-mate within 15 m (measured along the path you draw).
  2. Pick a style, or just press Confirm for Ground.
  3. Tap the receiver. The tap plays the pass.
Ground (default)DrivenChippedRabona toggle
When
Your turn, your man has the ball. Released on or pointed at (within 8°) a team-mate.
Result
A pass to feet. The receiver controls it.
Decided by
Short Passing (36%: pass accuracy, pass weight, passing under pressure), then Vision, Decisions and Composure. Each defender near the passer costs up to 5% (less for players good at passing under pressure), each one near the lane up to 2%. Weather, wind, weak foot, form and pitch together scale it by ×0.6–×1.2.
Risks
Intercepted; overhit so it runs loose; a poor delivery lands off the man and he fumbles his first touch.
Beaten by
Interception is the real threat: a defender reaches 1.5–4.5 m from the line of the pass (Anticipation, Reaction Time). Tackles on arrival, chase, mark the runner, offside trap.
  • Play lanes with no defender within about 3 m of the ball's line.
  • An average passer is sharpest under about 9 m; at 14–15 m accuracy is down to about half. A 16 m ball counts as a medium pass and is back near full strength.

Tap to pass

SHORT / MEDIUM / LONG_PASS
  1. Start dragging the ball.
  2. While dragging, tap a team-mate (or tap him straight after grabbing the ball).
  3. Confirm the style.
When
Any time a ball drag is in progress.
Result
Exactly the same as dragging onto him: a straight pass to that man.
  • Handy on a phone when the receiver is far away or partly hidden.

Medium pass

MEDIUM_PASS
  1. Drag the ball onto a team-mate 15–35 m away.
  2. Pick a style or Confirm for Ground.
  3. Tap the receiver.
Ground (default)DrivenChipped
When
Path length over 15 m and up to 35 m.
Result
A longer pass to feet.
Decided by
Short Passing 20% and Long Passing 16%, plus Vision. Full strength out to about 17 m for an average passer; further out it weakens steadily.
Risks
More time for defenders to reach the lane; a driven ball arrives hot and is harder to control.
Beaten by
Interception, tackles on arrival, chase.
  • Check the lane, not the receiver: a defender beside the line of the pass is the danger.

Long pass

LONG_PASS
  1. Drag the ball onto a team-mate more than 35 m away.
  2. Lofted is the default; pick Driven or Chipped if you want.
  3. Tap the receiver.
Lofted (default)DrivenChipped
When
Path longer than 35 m.
Result
A long ball in the air to the receiver.
Decided by
Long Passing (30%: long-range accuracy, ball flight), Vision 14%, Technique. Range before it weakens is 55 m, scaled by the passer: an 80-rated passer keeps about 93% at 40 m, a 50-rated one about 69%.
Risks
A lofted ball that arrives near an opponent turns into an aerial duel; long flight time gives defenders time to arrive.
Beaten by
Interception, headers and jumping challenges at the drop.
  • Save it for your best long passers, and for a receiver with good first touch or heading.

Pass styles explained

GROUND / DRIVEN / CHIPPED / LOFTED
  1. After any pass drag, the style strip lists the styles for that distance.
  2. Tap one before Confirm, or Confirm for the first (the default).
GroundDrivenChippedLofted
When
Every pass. Short and medium: Ground, Driven, Chipped. Long: Lofted, Driven, Chipped. Through ball: Ground or Chipped.
Result
Ground stays on the grass (and can nutmeg a man). Driven is fast and flat. Chipped goes up at 42° and waits for the receiver. Lofted is the long carried arc.
Decided by
Driven has no accuracy cost but arrives at 18–24 m/s; above about 9 m/s the first touch gets harder. Chipped costs 5% accuracy. A chip that lands with an opponent within 6 m becomes an aerial duel; with nobody near it is simply received.
  • Chip over a man cutting the lane rather than through him.
  • Don't drive it at a receiver with a poor first touch.

Back pass

BACK_PASS
  1. Drag the ball onto a team-mate at least 4 m behind the passer.
  2. Confirm (Ground is the default).
  3. Tap the receiver.
Ground (default)DrivenChipped
When
The drag goes 4 m or more backwards and snaps to a team-mate.
Result
A safe pass back. A pass to feet always defaults to the ground.
Decided by
Short Passing 24%, Composure 12%, Decisions 11%, Spatial Awareness 9%. Full strength out to about 20 m.
Risks
Intercepted near your own goal. If your keeper picks up a deliberate back pass it is an indirect free kick.
Beaten by
Interception, or pressing the receiver.
  • Against a striker in the lane, chip it to the keeper's feet. Never ask him to pick it up.

Pass into space

SHORT / MEDIUM / LONG_PASS
  1. Drag the ball forward into empty grass (at least 10 m forward, more forward than sideways).
  2. "Pass or carry?" opens. Pick Pass.
  3. Pick a style, Confirm.
  4. Tap the runner who should chase it.
Pass (default)Carry
When
No team-mate where you release, and no defender within 2 m of the path.
Result
The ball is played into space and your runner races for it.
Decided by
A band pass to a spot, then a race: every chaser's arrival time comes from reaction (Anticipation), turning (Agility, Balance) and running (Acceleration, Top Speed, Sprint Sustainability).
Risks
A defender wins the race; the ball sits loose; overhit and out of play.
Beaten by
Chase, interception.
  • Aim where your runner arrives first. Being closest doesn't win on its own; pace and facing do.

Through ball

THROUGH_BALL
  1. Drag the ball forward so it ends at least 2 m behind their back line (the second-deepest defender).
  2. Pick Ground or Chipped; Confirm.
  3. Tap the runner who chases it (you can pick an offside man, but the flag will go up).
Ground (default)ChippedCarry instead
When
Forward drag of 10 m or more that ends past their line.
Result
A race between your runner and their defenders to the ball.
Decided by
Pass: Vision 20% (spotting and threading), Short Passing 18%, Anticipation and Decisions 10% each; full strength out to about 15 m for an average passer, about half by 25 m. Chase: a pure speed race (Top Speed, Acceleration, Sprint Sustainability, turning cost).
Risks
Offside (tapping an offside runner voids the race); beaten in the race; the keeper sweeps; overhit and out.
Beaten by
Offside trap (their line's Decisions, Concentration, Line Position against your passer's Decision Speed and Pass Disguise), chase, interception, keeper rush-out or sweep.
  • A chipped through ball clears the line and waits for the chaser.
  • Against a drilled, fresh back line, a disguised or no-look pass beats the trap.

Cut-back

SHORT_PASS / BACK_PASS + CUT_BACK
  1. From within 10 m of the byline, out wide, drag the ball backwards onto a team-mate in the middle of the box.
  2. Keep the drag flat.
  3. Confirm, then tap the receiver.
When
Starting wide near the byline, ending in the central box area.
Result
A ball pulled back for the late runner. It plays exactly like a short pass (or back pass); the label is for show.
  • Keep it short and on the ground: that's the most accurate kind of pass.

Backheel

SHORT_PASS + BACKHEEL
  1. Drag the ball onto a team-mate behind your man, 10 m or less.
  2. The drag must point at least 150° away from where he is facing.
  3. Tap the receiver (no style strip).
When
Short pass played behind the passer.
Result
A backheel. It counts as a no-look pass, which fools interceptors.
Decided by
Costs up to 25% accuracy, softened by Flicks and Backheels and Touch Quality. Its disguise (Flicks and Backheels, Pass Disguise, Audacity, Improvisation) cuts the interceptor's chance, more against defenders with low Anticipation and Interception Reading.
Beaten by
Defenders who read passes well.
  • Only for players good at flicks, and only short.

Reverse pass

band pass + REVERSE_PASS
  1. Turn your man with the ball first (rotate arrow), then pass back across his body, 80–150° away from where he now faces.
When
Any pass or through ball played across the body. It shows as a label; it isn't a separate choice.
Result
A disguised pass that wrong-foots interceptors.
Decided by
Costs up to 15% accuracy (softened by Outside of Foot and Execution Consistency). Disguise from Pass Disguise, Body Feints, Outside of Foot and Improvisation, strongest at 150°.
Beaten by
Defenders with good Interception Reading.

Cross to a man

CROSS
  1. From a wide position, drag the ball forward more than 15 m onto a team-mate in the box.
  2. Pick In-swing, Out-swing or Driven low.
  3. Tap the man you are crossing to.
In-swing / Out-swing (default depends on foot)Driven lowRabona toggle
When
Start in the wide channel (outer 10 m), end in the central box area.
Result
A cross to the named man. It waits for him; next turn you choose how he meets it.
Decided by
Crossing 28% (accuracy, whipped cross, in-swinger), Vision, Spatial Awareness, Technique. In-swing and out-swing each cost up to 10% if the crosser is poor at that swing. Driven low stays on the ground and arrives hot.
Risks
Headed clear, claimed or punched by the keeper, or intercepted (driven low).
Beaten by
Defensive header, jumping challenge, keeper catch or punch; interception against driven low.
  • Avoid floated crosses in strong wind (aerial play ×0.88).

Cross into an area

CROSS (no receiver)
  1. Drag a cross from wide into the box but release on empty grass.
  2. Pick the swing, Confirm.
  3. Next turn the ball hangs: tap one of your men to attack it.
When
Same as a cross, with no team-mate at the release point.
Result
The ball hangs over that spot and any of your arriving men can go for it.
Decided by
As a cross. Who wins the ball in the air is decided next turn (see Headers, volleys and high balls).
Beaten by
Defensive header, jumping challenge, keeper claim.

Switch of play

SWITCH_OF_PLAY
  1. Drag the ball at least 30 m sideways, across the middle of the pitch.
  2. Lofted or Driven; Confirm.
  3. Tap the receiver.
Lofted (default)Driven
When
More sideways than forward, crossing the centre line lengthways.
Result
Moves the ball to the other wing in one go.
Decided by
Long Passing 30%, Vision 16%. Range before it weakens is 60 m. A target outside your passer's field of vision (8–25 m deep, set by Anticipation) costs 8–30%.
Risks
It has the widest interception lane in the game (defenders count from 15 m away). A lofted ball can turn into an aerial duel.
Beaten by
Interception; headers at the drop.
  • Switch while unpressed: pressure narrows his vision and makes it less accurate.

Launch it long

LONG_PASS + LAUNCH
  1. Drag the ball 35 m or more forward into space, lifting your finger up the screen as you go.
  2. Lofted or Driven; Confirm.
  3. Tap the man who chases it.
When
No team-mate at the release point, forward and lifted.
Result
A long ball over the top. It plays exactly like a lofted long pass.
  • Only worth it with a strong long passer, or a target man good in the air.

Clearance

CLEARANCE
  1. Deep in your own third with an opponent within 6 m, drag the ball 20 m or more upfield into space.
When
Under pressure in your own third, no team-mate at the release point.
Result
Hoofed clear, straight away. No defender contests it.
Decided by
Clearances 24%, Calm Under Pressure 18%, Execution Consistency, Strength. Poorer clearers scatter it more.
Risks
Shanked short or sliced wide; the worst ones drift towards the nearest opponent.
  • Use your calmest defender. Aim long and wide.

Shot

CLOSE_RANGE_SHOT / LONG_RANGE_SHOT
  1. Drag the ball and release inside the goal mouth (within 6 m of the goal line, between the posts plus 2 m).
  2. Pick Placed, Power or Lob; Confirm.
Placed (default)PowerLob (keeper 3 m+ off his line)Rabona
When
Any time you have the ball. Close range inside 16.5 m of goal, long range beyond.
Result
A shot. Their keeper answers it (automatically if they don't).
Decided by
Close range: Finishing and Shot Placement (36%), Technique 24%, Composure 14%. Long range: long shots, power and accuracy (52%), Technique 18%. Angle, distance, headers (×0.72), each nearby defender (−12%, up to three) and a keeper out of position (up to +25%) all count. Placing it just beyond the keeper's reach helps; aiming right at him hurts; tight to the post is risky.
Risks
Saved, wide or over, woodwork, blocked or deflected (corner or loose ball).
Beaten by
Keeper save, block (reach about 2.5 m in the lane), defensive header.
  • Power: bigger reward, bigger risk. Placed: safer.
  • Only lob a keeper who is 4–5 m off his line.
  • A poor finisher gains nothing by aiming for the corners.

Rabona

RABONA
  1. Set up a shot, pass, cross or free kick as normal.
  2. Turn on Rabona in the style strip before Confirm.
When
Shots, and passes/crosses/free kicks that show the Rabona toggle.
Result
The same move played round the standing leg.
Decided by
Improvisation and Audacity (27%), Technique 15%, Crossing, Agility. Can fool a defender (up to +9) who reads play poorly.
Risks
If the ball is on his strong foot, his weak leg does the kicking: full weak-foot penalty. Small self-injury risk.
  • Only when the ball is on his weak side: then the strong leg wraps round.

Dribble

DRIBBLE
  1. Drag the ball 15 m or less into space with no team-mate at the end.
When
No defender within 2 m of your path (otherwise "Beat your man" opens).
Result
Your man carries the ball there. Sent straight away.
Decided by
Close Control and Beat Your Man (34%), Agility 14%, Balance 12%, Ball Control 10%, Pace 8%. Best under about 6 m for an average dribbler. Dragging straight through a defender's token (within 0.35 m) and winning is a nutmeg.
Risks
Tackled, shepherded wide, fouled (in your favour), or a pulled muscle if you drag far beyond his range. Heavy rain and waterlogged pitches hurt dribbling most.
Beaten by
Standing or sliding tackle, press, close down, shepherd.
  • Don't take on the same defender again and again: each win helps him read you next time.

Carry at speed

SPEED_DRIBBLE
  1. Drag the ball more than 15 m into space, sideways or backwards; or drag forward and choose Carry in "Pass or carry?".
  2. Confirm Carry.
When
Long drag, no team-mate at the end, no defender in the way.
Result
Knock it on and chase it. Resolved as a race.
Decided by
Speed with Ball and Acceleration (36%), Dribbling 20%. Arrival time from Acceleration, Top Speed and Sprint Sustainability, slowed by 0–20% by how well he runs with the ball. No range penalty.
Risks
Caught along the way; the most tiring move with the ball.
Beaten by
Chase (only against this), plus tackles and press if they're already close.
  • Only into real space, and only with a quick carrier.

Turn with the ball

TURN_WITH_BALL
  1. Press the arrow on your man with the ball and drag it round to where he should face. Release.
When
Your turn. Uses the turn.
Result
He turns with the ball to face a new way.
Decided by
Turning Speed (Agility 26%), Close Control 22%, Balance 15%. It only ever costs: more the further you turn and the tighter a defender is behind, less for agile players.
Risks
Tackled mid-turn.
Beaten by
Tackles, press, close down.
  • Small turns are almost free; a 170° spin under pressure is expensive.
  • Turn first, then play a reverse pass or backheel.

Shield the ball

SHIELD (soft / planted)
  1. Press the arrow on your man with the ball and turn his back to the challenger (at least 135° away).
  2. Release quickly for a soft shield, or hold the aim still for half a second for a planted shield.
  3. Or tap Keep it: a soft shield without turning — he keeps the ball and waits. Uses the turn.
When
A challenger close behind. The game decides it's a shield from the angle.
Result
He puts his body between the ball and the man.
Decided by
Upper Body Strength and Shielding (28%), Balance 16%, Technical Shielding 13%. Soft is a quick 2-second hold. Planted is about 6 seconds and only helps against two or more challengers.
Risks
Robbed; a planted shield against one man just wastes time and legs.
Beaten by
Standing tackle, shoulder charge, press, close down, or bringing a second man onto his side.
  • Plant only when outnumbered.
  • A man in front or on his side isn't covered by the shield.

Keep it

SHIELD (soft, no turn)
  1. On your turn, with your man on the ball at his feet, press Keep it under the pitch.
When
Your turn, your man has the ball at his feet (not in the keeper's hands).
Result
He keeps the ball and waits: a soft shield without turning. It uses the turn.
Decided by
The same as a soft shield: Upper Body Strength and Shielding, Balance, Technical Shielding. The defending side still answers it.
Risks
A defender close enough can still tackle him or charge him off it.
Beaten by
Standing tackle, shoulder charge, press, close down.
  • Use it to wait for a runner to get into position before you pass.

Switch foot

SWITCH_FOOT
  1. Tap your own man who has the ball, once.
When
Your turn. Uses the turn but costs only about 1 second.
Result
The ball moves to his other foot, ready for the next pass or shot.
Decided by
Footwork, Close Control, Touch Quality, Poise. Moving it to the weak foot or across to the strong foot has a small cost; two-footed players pay nothing.
Beaten by
Standing or sliding tackle if a defender is close.
  • Switch to his strong foot before a shot, while nobody is on him.

Receive: choose the foot

receiver foot
  1. When you tap the receiver, tap the left or right side of his token.
  2. Or drop the ball within 0.6 m of that foot when you drag.
When
Any pass to feet.
Result
He takes it on that foot.
Decided by
First touch is First Touch (32%), Composure, Anticipation and Ball Control against the ball: its speed (hard above 9 m/s), height (above 0.6 m), how far off target (beyond 1.5 m) and his body angle (beyond 50°). The touch quality then scales his next action by 30–100%.
  • Before the ball is played, rotate the receiver (free) to face the passer with his body open to goal: a good touch then carries him forward up to 1.5 m.

Dummy

dummy reception
  1. On a pass to feet, press Dummy before you tap the receiver.
  2. Then tap the receiver.
When
Only on a pass that snapped onto a man.
Result
He lets it run through to the man behind.
Decided by
The defender contesting the receipt reads it about 22% of the time on average: more with high Anticipation, less against a receiver with good Game Intelligence. He also has to be able to reach the ball.

Chase a loose ball

CHASE_BALL / RUSH_OUT / SWEEP_BEHIND_LINE
  1. When the ball is loose and it's your turn, tap one of your players (or tap the ball to send your nearest man).
  2. Tap your keeper instead and his box opens: Chase, Rush out or Sweep. Pick one and Confirm.
When
Loose-ball turn.
Result
An outfielder is sent straight after it, no menu. Your keeper goes the way you pick.
Decided by
A race. Reaction 0.15–0.50 s (Anticipation), turning time (Agility, Balance; turning his head is free), then Acceleration, Top Speed and Sprint Sustainability. Speed fades after 40 m. Two men arriving within 0.5 m barge: 70% Strength, 30% Balance.
Beaten by
Their chaser, or their keeper rushing out or sweeping.
  • A fast man further away can beat a slow man nearer. A man already facing the ball gains metres.

Waste time

TACTICAL_TIME_WASTING
  1. Give the player the "waste time" instruction in the War Room (pre-match or half-time).
  2. On your turn with him on the ball, press Waste time.
When
Only for players with that instruction.
Result
He runs the clock down on the ball.
Decided by
Burns 4–16 seconds, more with good Game Management. He stops if an opponent comes within 3 m.
Risks
The referee warns, then books; the time comes back as added time.

Tricks and skill moves

Drag the ball past a defender (he must be within 2 m of your path) and "Beat your man" opens. Each trick has its own conditions and its own counter. Tricks work best at about 1 m from the defender; dragging far past your reach risks a muscle injury.

Beat your man (the trick menu)

DRIBBLE + trick
  1. Drag the ball past a defender who is within 2 m of your path.
  2. "Beat your man" opens. Pick a trick, or just Confirm for a plain take-on.
When
A dribble of 15 m or less with a defender in the way.
Result
A skill duel against that defender. Tricks add or take away up to about 12 points in the duel.
Decided by
Every trick is best at about 1 m from the defender (reach 1.6–2 m). Most tricks only pay off if the defender commits to a tackle; containing defenders (close down, hold shape) blunt them.
  • Read the defender: against a patient one, use step-overs or a heel flick; against a diver, use the elastico, Cruyff or Marseille.
  • Custom moves you've built also appear here when their base trick is allowed.

Feint

FEINT
  1. Take on your man; pick Feint.
When
Always available.
Result
A body swerve. Either he bites or he doesn't.
Decided by
Close Control and Skill Moves (36%), Technique 19%. The chance he buys it is 10–85%: your Body Feints against his Discipline and Decision Quality. Bought: +12. Not bought: −12.
Beaten by
A patient, disciplined defender.

Step-over (menu)

STEP_OVER
  1. Take on your man; pick Step-over and choose Single, Double or Triple.
  2. Or draw it as a zigzag (see the gesture card).
SingleDoubleTriple
When
Always available.
Result
Step-overs that freeze the defender.
Decided by
Up to +9 from Body Coordination and Audacity against a defender low on Poise. Players below about 70 Control in Tight Spaces risk fumbling it (up to −11). Double and triple multiply both the gain and the risk (×1.35, ×1.7).
Beaten by
A poised defender. Works even against one who stands off.
  • Use more step-overs only with a player who has tight control.

Elastico

ELASTICO
  1. Take on your man; pick Elastico.
When
Always available.
Result
Out and back in with the outside of the foot.
Decided by
Only pays off if the defender dives in: up to +10 from speed and Control in Tight Spaces. With control below about 70 it can be fumbled (up to −12), even against a patient man.
Beaten by
Close down or hold shape: no lunge to beat.

Nutmeg

NUTMEG
  1. Take on a defender who is square-on to you; pick Nutmeg.
  2. Or drag the ball straight through his token on a dribble.
When
Only when the defender faces you (within 45°).
Result
Through his legs.
Decided by
Up to +9: how square he is × how close (about 1.5 m is ideal) × your Control in Tight Spaces.
Beaten by
A side-on stance, or keeping distance.

Cruyff turn

CRUYFF_TURN
  1. Take on your man while facing sideways or back; pick Cruyff turn.
  2. Or draw it: a V from the ball, out up to 4 m and sharply back (at least 120°), each leg at least 1 m. It sends at once.
When
Your man faces more than 45° away from their goal, a defender within 5 m.
Result
Drags the ball behind the standing leg and away.
Decided by
Up to +10, only against a committed tackle: Change of Pace × how far he turns away from the defender.
Beaten by
Close down or hold shape.

Step-over (gesture)

STEP_OVER
  1. Draw a zigzag from the ball: swing side to side (0.8–3.5 m each way), returning near the line, then carry on at least 1.5 m.
  2. Each wiggle is one step-over.
When
A defender within 5 m.
Result
Step-overs, sent at once with no menu.

Marseille turn

MARSEILLE_TURN
  1. Take on your man; pick Marseille turn.
When
Only if there's space behind him: no other opponent within 4 m of a point 3 m past him.
Result
A 360° spin round the defender.
Decided by
Up to +9 against a committed tackle, from Body Coordination. Caught mid-spin, up to −12: his Clean Tackle Rate × your lack of Contact Balance. A covering second defender can take up to 6 more.
Beaten by
A clean tackler, or a second man (the defending side can add a support defender).

Heel flick

HEEL_FLICK
  1. Take on your man; pick Heel flick.
When
Always available. Works at pace.
Result
Flicks the ball past him with the heel.
Decided by
Up to +9 from Touch Quality. Below 50 Touch Quality it can go wrong (up to −12), worse against a good reader.
Beaten by
A good reader, or a jumping challenge.

Rainbow flick

RAINBOW_FLICK
  1. Take on your man slowly; pick Rainbow.
When
Always available, but fails at a sprint.
Result
Flicks the ball over the defender's head.
Decided by
Up to +9 from Touch Quality × how slow he's going. The only trick that gets worse with pace.
Beaten by
Jumping challenge.
  • Do it from a walk.

Kick-ups

KICK_UPS
  1. Take on your man; pick Kick-ups.
When
Always available.
Result
Juggles the ball to run the clock and taunt.
Decided by
Up to +9 with good Trapping (above 60); poor jugglers drop it (up to −12). Any defender within about 2.5 m forces a drop.
Risks
Counts towards the referee's time-wasting tally: warning, then a yellow.
Beaten by
Just get close.

Showboating

SHOWBOATING
  1. Take on your man; pick Showboating.
When
Always available, but it only lands when you're about two goals up.
Result
Tricks for the crowd that wind the opponent up.
Decided by
Up to +10 of provocation against defenders with a low frustration threshold. It marks the nearest opponent within 6 m, making his next tackle more likely to be reckless.
Risks
A booking for unsporting behaviour.
Beaten by
Calm, composed defenders.

Insulting flourishes

insultFlourish: OVER_THE_MAN / HEAD_JUGGLE_JOG / OFF_THE_BACK
  1. After a kick-ups drag, press Over his head or Head-juggle jog before you confirm.
  2. After a short, medium or back pass drag, press Off the back.
  3. Press the lit one again to switch it off.
Over his head (kick-ups)Head-juggle jog (kick-ups)Off the back (short, medium and back passes)
When
Only on those moves. It stacks with the style you picked.
Result
The move is played as a taunt: over the head of the man you beat, juggling on your head as you jog, or a first-time pass off your back.
Risks
A taunt is aimed at a man (the one you went over, or the nearest opponent) and can wind him up into a rash challenge or a confrontation. It only lands when your man is comfortable on the ball.

Headers, volleys and high balls

When a lofted ball hangs in the air (after an area cross, a corner, a free-kick delivery, a long throw or a contested chip), you finish it on the next turn. Arrival height decides the menu: low (up to 1 m) offers volleys, high (1–2.6 m) offers headers.

Attack a hanging ball

ATTACKING_HEADER / HEADER_SHOT / HEADER_PASS / VOLLEY / FLICK_ON / BICYCLE_KICK / SCORPION_KICK
  1. After your area cross, corner or free-kick delivery, the ball hangs over a spot (blue ring).
  2. On your turn, tap any of your players.
  3. Pick the finish from the menu; Confirm. Header pass then asks for a receiver.
When
The ball is in the air after YOUR side's delivery and it's your turn.
Result
Your man attacks the ball with that finish.
Decided by
Aerial reach 5 m (Jumping, Aerial Timing, Heading, Strength). A better delivery drops the ball nearer each finish's sweet spot; Improvisation rescues up to 70% of a bad ball. Being goal-side of the defender is worth a lot.
Beaten by
Defensive header, jumping challenge, keeper catch or punch — chosen for them in the same instant as your finish (they already answered the delivery; there is no second prompt for the same ball). If nobody sensible can go, their nearest man jumps automatically.
  • Strong wind cuts all aerial play by 12%.

Header shot

HEADER_SHOT / ATTACKING_HEADER
  1. Tap your man under the hanging ball; pick Header shot (or Attacking header).
When
A high arrival (1–2.6 m).
Result
He heads it at goal.
Decided by
Jumping 36%, Technique 22%. Sweet spot 1.7 m high. Headers count 72% of a shot from the same spot. A narrow win can pop loose.
Beaten by
Keeper save, defensive header.

Header pass

HEADER_PASS
  1. Tap your man under the ball; pick Header pass.
  2. Tap the team-mate to head it to.
When
A high arrival.
Result
He heads it on to a team-mate (up to about 18 m).
Decided by
Heading accuracy (26%), Jumping 16%. A first-time header costs a little extra.

Volley

VOLLEY
  1. Tap your man; pick Volley.
When
A low arrival (up to 1 m).
Result
He strikes it before it bounces.
Decided by
Technique 39% (Acrobatics 22%), Shooting 18%. Sweet spot 1.5 m.
Risks
Scuffed off a scrappy delivery; saved.

Flick-on

FLICK_ON
  1. Tap your man; pick Flick-on.
When
A high arrival. Best with a runner beyond him.
Result
He glances it on without controlling it.
Decided by
Technique 30%, Jumping 16%, Anticipation 14%. Offside isn't checked on flick-ons.

Bicycle kick

BICYCLE_KICK
  1. Tap your man; pick Bicycle.
When
Only on a ball hanging after your own delivery.
Result
An overhead kick.
Decided by
Shooting 24%, Technique 18%, Flair 14%. Sweet spot 2 m high, very tight. Harder with his back to goal.
Risks
Self-injury risk (10%), lower with good Balance and Flexibility, higher when tired.

Scorpion kick

SCORPION_KICK
  1. Tap your man; pick Scorpion.
When
Only on a ball hanging after your own delivery.
Result
Heel over the head, diving forwards.
Decided by
Needs elite technique: Improvisation and Touch Quality both about 85 or more, otherwise it fails (+10 at elite level, down to −12).
Risks
The highest self-injury risk in the game (14%).

Knock it down into a lane

header / volley + destination
  1. With the ball hanging, drag one of your men and drop him 2–15 m from where it lands.
  2. Pick the finish.
When
Ball hanging on your turn.
Result
The header or volley is aimed into that lane for a team-mate.

Take a high pass

Control it / VOLLEY / HEADER_SHOT / HEADER_PASS / FLICK_ON
  1. When your lofted pass reaches the man you named, tap THAT man.
  2. Low ball: Control it or Volley. High ball: Control it, Header shot, Header pass or Flick-on. A keeper in his own box also gets Pick up.
When
Only a contested lofted pass hangs. A chip with no opponent within 6 m of where it lands is simply received.
Result
He controls, volleys or heads the arriving ball.
Decided by
Control uses First Touch against the ball's height and speed (see Receive: choose the foot).
  • Bicycle and scorpion aren't offered here, only on a ball hanging after your own cross or corner.

Defending

After their move, the header says "Your turn — defend" and their move shows in cyan. Tap one of your players on the pitch, then pick his answer from the box that opens. You have 30 seconds.

How defending works

DEFENDING_TURN
  1. Their move shows in cyan: solid for the ball, dashed for a runner. A countdown appears under the header.
  2. Tap the player you want to send, anywhere on the pitch.
  3. The box opens with his moves. Pick one.
  4. Tap more of your players first to add them to the challenge.
When
Header says "Your turn — defend". You have 30 seconds.
Result
Your answer is resolved against their move.
Decided by
Every move has a reach: base metres × 0.6–1.4 depending on the player. Full effect within half that reach, 30% at the edge, falling fast beyond. Tackles add a lunge of 0.3–1.8 m (Agility, Anticipation). Every move costs seconds and energy.
Risks
If you don't answer in time, your side's standing orders answer for you (see When you don't answer). With Key moments only (the default) you are only asked about the contests that matter; the rest are answered for you at once.
  • Before you tap, a slim countdown under the header says "Tap a player to defend". If an answer is refused, you go straight back to it and can try again.

Key moments only

defending prompt mode
  1. Nothing to do: it's on by default.
  2. To be asked on every contest instead, turn on "Ask me on every contest" in Settings → Gameplay or in the in-match settings menu.
When
Every defending turn.
Result
You are asked to defend only the key moments: shots and penalties, crosses and high balls into your box, through balls and balls in behind your line, a man taking on your defenders in your half, and anything in your defensive third. Everything else is answered at once by your side's standing orders, and the commentary says who went ("Saliba closed him down").
Decided by
The standing orders are the same choice the computer makes for its own side: the nearest sensible man and the sensible answer for that contest. Your keeper still takes the shots.
  • Turn "Ask me on every contest" on if you want to make every defensive call yourself (about five times as many questions a match).

When you don't answer

standing orders
  1. Nothing to do: if your 30 seconds run out, your side answers for you.
When
A defending turn you haven't answered in 30 seconds.
Result
Your side answers the way the computer would, and the commentary says who went ("No answer — Saliba closed him down"). Your keeper still takes on-target shots, your nearest man set-piece deliveries, and assigned markers their runners.
  • Hold shape on the countdown strip ends the wait at once if you don't want to send anyone.

Hold shape from the countdown

HOLD_SHAPE (countdown strip)
  1. While the countdown strip under the header says "Tap a player to defend", press Hold shape on the strip.
When
Any defending turn, before you have picked a man.
Result
Your side answers with Hold shape at once, without sending anyone, and the wait ends.
  • Quicker than tapping a man and then Hold shape.

Fouls and cards

foul / card
  1. You don't choose a foul: the referee reads each challenge.
When
Every challenge.
Result
Whether a challenge is a foul depends on how it was made, not just whether it won the ball.
Decided by
The referee weighs: going at the man instead of the ball (32%; approach angle over 90° or contact more than 2.5 m from the ball), being late (18%), force (20%), temperament (Aggression minus Composure, 16%), coming from behind (8%) and your pressing style (6%). A clean, front-on tackle on the man with the ball is never a foul. A yellow needs a reckless challenge, a red excessive force, and the referee must see it. Tackling a man without the ball is always a foul if seen.
  • Front-on, ball-first tackles almost never get carded.
  • Deeper lunges raise the injury risk for both players.

Chase ball

CHASE_BALL
  1. Tap your man, then Chase. On a loose ball, the tap alone sends him.
  2. Or drag him to within 4 m of where the ball is going.
When
Passes, through-ball races and loose balls. Any man, any distance.
Result
He races their man to the ball; first there takes it.
Decided by
The same arrival race as a loose ball: reaction, turning, acceleration, top speed.
  • Facing and Anticipation are worth metres.

Intercept

INTERCEPTION
  1. Tap your man near the ball's path, then Intercept.
  2. Or drag him into the passing lane.
When
Passes and through balls.
Result
He steps into the lane and cuts the pass out.
Decided by
A race to the nearest point on the pass line: he must get there by the time the ball does (+0.2 s). Reach about 2 m (Interception, Anticipation). A near miss deflects it off his boot and starts a race for the loose ball.
Risks
No foul risk; the real cost is leaving his position.
  • Stand on the lane, not near the receiver.
  • Driven passes arrive sooner; good Anticipation cuts his reaction from 0.5 s to 0.15 s.

Close down

CLOSE_DOWN
  1. Tap your man, then Close down.
  2. Or drag him to 2.5–6 m from the man on the ball.
When
Passes, through balls, dribbles, skills, physical duels.
Result
He narrows the man down without diving in (jockeying).
Decided by
Jockeying, Closing Down, Change of Direction, Deceleration, Line Position. Tricks like the Cruyff and Marseille only work against committed tackles, so this blunts them.
Risks
No foul risk; you give ground.
  • The answer to dribblers and tricksters.

Hold shape

HOLD_SHAPE
  1. Tap any of your men, then Hold shape.
When
Every contest except a loose-ball race (there the tap sends a chaser).
Result
No challenge. Their move goes through unopposed; your team keeps its shape.
  • Only when any challenge would open a hole.

Standing tackle

STANDING_TACKLE
  1. Tap your man, then Tackle.
  2. Or drag him onto the man on the ball.
When
Passes, through balls, dribbles, skills, physical duels.
Result
A controlled challenge for the ball.
Decided by
Reach about 1.5 m plus a lunge. Tackle Timing, Standing Tackle, Ball Winning and reading of movement, against the carrier's Close Control, Beat Your Man and Balance.
Risks
Late or from behind reads as a foul; a missed lunge risks injury.
  • An average tackler is only fully effective inside about 0.75 m: close the gap first.
  • Right when you're within 1.5–2.5 m and front-on.

Sliding tackle

SLIDING_TACKLE
  1. Tap your man, then Slide.
When
Passes, through balls, dribbles, skills.
Result
Full commitment for more reach.
Decided by
Reach about 3 m (1.8–4.2 m by player) plus a lunge. Sliding Tackle, Tackle Timing, Ball Winning, Physical Duels, Acceleration, Reaction. The "stay on feet" instruction shortens it.
Risks
A lost slide leaves him on the floor, unable to be sent next turn. Highest injury risk and the most tiring move in the game.
  • Use it when a standing tackle would miss, not as your default.
  • Never as the last man, never against a trickster.

Press

PRESS
  1. Tap your man, then Press.
  2. Or drag him to within 2.5 m of the man on the ball.
When
Passes, dribbles, physical duels, off-ball runs. Not against skill moves.
Result
Aggressive pressure that forces a decision.
Decided by
Sustained Pressing, Acceleration, Work Capacity, Reading Play, against the carrier's Calm Under Pressure and Passing Under Pressure. Win: he lands on the man and wins it. Lose: the carrier gets away.
Risks
Very tiring.
  • Press passers who panic; against calm ones you just burn legs.

Shepherd

SHEPHERDING
  1. Tap your man, then Shepherd.
When
Dribbles only.
Result
He steers the dribbler towards the touchline.
Decided by
Channel Coverage, Jockeying, Reading Play, Lateral Speed. Win: the carrier is pushed 1–5 m towards the line (more with a team-mate within 10 m). Lose: he cuts inside.
Risks
Never a foul.
  • Have a team-mate waiting wide.

Shoulder charge

SHOULDER_CHARGE
  1. Tap your man, then Shoulder charge.
When
Skill moves and physical duels.
Result
A barge to knock him off the ball.
Decided by
Upper Body Strength, Physical Duels, Balance, Controlled Aggression. From the front or side it's never a foul; from behind it always is, with injury risk.
  • Only from the side.

Mark the runner

MARK_RUNNER
  1. Tap your man, then Mark runner.
When
Passes and off-ball runs.
Result
He goes with the runner.
Decided by
A race to the end of the run: Man-Marking, Danger Sense, Acceleration, Sustained Focus (reach about 2 m). A good marker stands off 1–5.5 m, more against a fast runner. To kill a "find space" move he must win by a full second; a run needs 0.6 s.
  • Telling him to mark tight against a sprinter gets him turned.

Pick up the runner

PICKUP_RUNNER
  1. Tap your man, then Pick up runner.
  2. Or drag him onto the runner.
When
Off-ball runs.
Result
A one-off pick-up of a runner nobody was marking.
Decided by
The same marking race, once. His man can't be on the floor.

Offside trap

OFFSIDE_TRAP
  1. Tap one of your defenders, then Offside trap.
When
Passes, through balls, off-ball runs.
Result
Your back line steps up as the pass is played.
Decided by
Each defender: Decisions × Concentration × Line Position × freshness. The line's result is 70% his own, 30% the team average, cut by up to 35% by the passer's Decision Speed and Pass Disguise. A defender who half-steps leaves a ragged line.
Risks
Beaten: their man is through from the new, higher line.
  • Only with a drilled, fresh back line. No-look and reverse passes beat it.

Block the shot

BLOCK_SHOT
  1. Tap your man in front of the shot, then Block.
When
Shots.
Result
He puts his body in the way.
Decided by
Reach about 2.5 m across the shot's line (Anticipation, Positioning, Acceleration, Aggression). Full effect within 1 m of the line, down to a quarter by 3 m. He must be between the shooter and the goal.
Risks
Blocking from beyond his reach is read as handball: a penalty in the box, plus injury risk.
  • Get square in the lane; don't dive across it.

Defensive header

DEFENSIVE_HEADER
  1. Tap your man under the ball, then Header.
  2. Or drag him to an empty spot 2–15 m from where it lands to head it into that lane for a team-mate.
When
Aerial balls and shots.
Result
He wins it in the air and heads it away.
Decided by
Aerial reach about 5 m (Jumping, Aerial Timing, Heading, Strength, Balance). Being at least 2 m goal-side is worth +4 before any stats; the wrong side costs 4. Bodies in contact favour the defender. A narrow win drops loose.
  • Get goal-side first.

Jumping challenge

JUMPING_CHALLENGE
  1. Tap your man, then Jump.
When
Aerial balls; against a skill move only a rainbow or heel flick.
Result
He goes up with the attacker to stop a clean contact.
Decided by
The same aerial duel as a header.
Risks
Climbing on the man can be a foul.
  • The counter to rainbow flicks and heel flicks.

Block the run

OBSTRUCTION_RUN
  1. During their off-ball run, drag your man across the runner's path (within 2.5 m).
When
Off-ball contests. Players on a marking job never do this.
Result
He gets in the runner's way.
Decided by
Situational Awareness, Phase Recognition, Decoy Runs, Shielding. If you win, the run is blunted by up to 55%. Lose narrowly: indirect free kick. Lose by more: free kick and a yellow. Lose badly: the runner gets past.

Press or close down by drag

PROACTIVE_DEFENDER_MOVE_PRESS / _CLOSE_DOWN / _CHASE_BALL
  1. During your defending turn, drag one of your men and drop him within 2.5 m of the man on the ball (press) or 2.5–6 m (close down), or within 4 m of a loose ball (chase).
When
During your defending turn.
Result
He walks that path and makes the challenge where you dropped him.
Decided by
Press uses Aggression, Work Rate, Determination; close down uses Positioning, Work Rate, Concentration; chase uses speed and stamina. Reach about 1.75–2 m at the drop point.
Risks
Fouls can only happen at the drop point.

Reposition or track back

PROACTIVE_DEFENDER_MOVE_REPOSITION / TRACK_BACK
  1. Drag one of your men onto empty grass away from the action.
  2. A chip offers Reposition or Track back. Reposition is sent after 4 seconds if you don't choose.
When
During your defending turn.
Result
He moves or sprints back. Their move goes through unchallenged.
Decided by
Track back: Top Speed, Acceleration, Tracking Runs, Danger Sense; tiring. Reposition: cheap. A path that crosses a runner's line can stop him short.
  • A careless drag concedes the duel after 4 seconds (known issue).

Tag team

challengerIds
  1. Tap your first man.
  2. Tap more of your men to add them (tap a chip to remove one).
  3. Pick the move.
When
Any contest with a menu.
Result
Several of your men challenge together.
Decided by
Only extras within reach of the chosen move count. The result is the plain AVERAGE of everyone in range, so a weak helper drags a strong defender down. Extras who overshoot risk injury.
  • Only add men at least as good as your first choice.

Support against a Marseille turn

supportingDefender
  1. Against a Marseille turn, tap your first man.
  2. In the box, pick a support defender and his action (close down, either tackle or shoulder charge).
When
Only when they try a Marseille turn.
Result
A second defender arrives to cover the spin.
Decided by
Takes up to 6 points off the trick: the support man's Cover Position × arriving within the 3-second spin × how exposed the spinner is (low Body Coordination and Contact Balance).
  • A fast cover man close by beats a well-balanced spinner.

Loose-ball race

CHASE_BALL
  1. A loose ball: just tap the man you want to chase it (or tap the ball to send your nearest man). No box opens.
  2. Tap your keeper and his box opens: Chase, Rush out, Sweep or Hold shape.
When
Loose-ball race. Both sides choose at once, neither sees the other.
Result
First to the ball takes it.
Decided by
Reaction 0.15–0.5 s (Anticipation), turning (Agility, Balance), then Acceleration, Top Speed, stamina. Within 0.5 m of each other it's a barge: 70% Strength, 30% Balance.
Risks
The same keeper box opens whether you answer their loose ball or nominate first.

Goalkeeper

Keeper answers come from the same defending box (tap your keeper), plus claims on crosses and his distribution when he has the ball in his hands.

Save

SHOT_STOP
  1. Tap your keeper, then Shot stop. If nobody answers, he tries anyway.
When
Shots on target.
Result
He goes for the save.
Decided by
Close-Range Stops, Reaction Time, Angle Narrowing, Hip Flexibility. Whether he holds it or spills it comes from Parrying, Catching and Composure; where a spill goes is pure geometry.

Rush out

RUSH_OUT
  1. Tap your keeper, then Rush out.
When
Through-ball races.
Result
He comes off his line to claim it first.
Decided by
A race with no head start: Advance Timing, Rush Timing, Spreading, Sprint Burst.
Risks
A narrow win spills loose. Handling outside the box: free kick and yellow (red as last man). A dead heat is a collision.

Sweep behind

SWEEP_BEHIND_LINE
  1. Tap your keeper, then Sweep.
When
Through-ball races.
Result
He reads it early and cleans up behind the defence with his feet.
Decided by
The same race with a 0–0.5 s head start from Reading Through Balls and Rush Timing.
Risks
Lose it and the goal is empty.
  • A good sweeper wins races that rushing out loses from the same spot.

Catch or punch a cross

CATCH_CROSS / PUNCH_CLEAR
  1. When a cross drops within your keeper's range, tap your keeper.
  2. Pick Catch or Punch; Confirm.
When
A cross landing in the box within 5.5–11 m of him (Area Command).
Result
He holds it, or punches it clear.
Decided by
Catch: Aerial Timing, Area Command, Cross Claiming; holds unless he spills it. Punch: Punch Clearance, Area Command; always goes loose. A better cross is harder to claim.
  • Punch in traffic, or when his handling is poor.

Penalty save

PENALTY_SAVE
  1. Before the kick, pick one of six dive zones, or React.
  2. When it's taken, tap your keeper and Penalty save.
When
Penalties only.
Result
He dives to your zone, or reacts.
Decided by
The taker starts ahead. A dive only saves on the exact zone (1 of 6), stronger low-centre, weaker in the top corners. React always uses his reflexes: strong against centre kicks, weak in the top corners. Takers miss the frame more often aiming high into the corners.
  • Dive when the taker has a strong habit; otherwise React.

Throw, roll or kick it out

GK_QUICK_ROLL_OUT / GK_LONG_THROW / DISTRIBUTION
  1. With the ball in your keeper's hands, drag it out.
  2. Up to 20 m: roll-out. Up to 50 m: long throw. Further: punt.
  3. Tap the receiver.
When
Keeper holding the ball, in semi-automatic mode (the default). In fully automatic mode he does it himself.
Result
He distributes to your man. All three can be intercepted.
Decided by
Long Distribution for kicks; throws use his arm. Nobody can tackle a keeper holding the ball.

Pick it up

GK_PICKUP_UNDER_PRESSURE
  1. Your keeper has the ball at his feet in his own box.
  2. Press "Pick up (hands)".
When
Your turn, inside his own box.
Result
He gathers it into his hands.
Risks
Off a team-mate's deliberate kick or throw-in it's an indirect free kick.

Keeper control mode

changing_room:gk_mode
  1. Pre-match, open the Kit & GK tab in the War Room; at half-time, the GK Mode tab.
  2. Choose Semi-automatic (you choose his distribution) or Fully automatic (he does it all).
When
Pre-match and half-time. It can't be changed during a half.
Result
Only distribution changes; saves and claims work the same either way.

Off the ball

Everything on the pitch that isn't kicking the ball: runs and their speed, turning heads and bodies, marking and zones.

Select a player

SELECT_PLAYER
  1. Tap a player once.
When
Any time.
Result
Shows his vision cone and details in the side panel.

Scan: double tap

SET_PLAYER_VISION_FACING
  1. Tap one of your players twice quickly (within 0.3 s).
  2. Repeat to cycle: forward, right, left, forward.
When
Any time. Free.
Result
He looks around.
Decided by
His field of vision is 90–160° wide (Peripheral Vision) and 8–25 m deep (Anticipation); pressure and fatigue shrink it. Passing to someone outside it costs accuracy. A defender who hasn't looked at the ball recently loses track of it turn by turn.
  • Scan before a pass to a man behind or to the side.
  • Looking 45° away from your target makes a no-look pass, which fools interceptors.

Turn his head

SET_PLAYER_VISION_FACING
  1. Select your player.
  2. Drag the eye handle to where he should look (up to 90° either side of his body).
When
Any time. Free.
Result
Changes what he can see without turning his body.

Turn his body

ROTATE_FACING
  1. Press the arrow on one of your players and drag it round.
  2. Release to confirm.
When
Your turn. Uses the turn.
Result
He faces the new way (his head follows).
  • Turn a receiver to face the passer before the ball is played: his first touch will be better.

Player menu: long press

player menu
  1. Press and hold a player for half a second without moving.
When
Any time.
Result
Opens his menu: man-marking, zones, his instructions, a one-to-one talk and his Stats. Instructions can be changed during the match too; the talk is on your own turn.

Make a run

OFF_BALL_MOVE_REPOSITION / FIND_SPACE / OFF_BALL_RUN
  1. Drag one of your players without the ball (more than 0.5 m).
  2. Pick the kind of run; Confirm.
Reposition (free)Find spaceOff-ball run
When
Your turn.
Result
He makes the run. Where you drag him names its shape (overlap, underlap, drop deep, make an angle), and the shape now changes the football: see Run shapes.
Decided by
Reposition can't be contested. Find space (a drop of 3 m or more): Off the Ball 45%, Decisions 35%, Pace 20%. Off-ball run (3 m or more forward): Pace 40%, Off the Ball 30%, Decisions 20%; tiring.
Beaten by
Their answers next turn: pick up the runner, mark him, offside trap, or block his run.
  • A run that drags a marker away counts as a decoy.

Run shapes

OVERLAP_RUN / UNDERLAP_RUN / DROP_DEEP / MAKE_ANGLE
  1. Drag a player without the ball; the shape comes from where you drag him.
  2. Overlap: a forward run (3 m or more) into the wide channel past halfway.
  3. Underlap: a forward run into the half-space, inside a team-mate holding the width on that flank.
  4. Drop deep: dropping back 8 m or more from an advanced position.
  5. Make an angle: a small move that closes at least 2 m towards the ball.
When
Any run you drag. The picker shows the shape it recognised.
Result
Each shape is judged on its own attributes against a marker, and it pays off on the next ball to him (for about four turns): the angle and the underlap open the lane, so an interception is weaker; the drop deep and the overlap buy time, so a tackle as he receives is weaker.
Decided by
Overlap: Acceleration, Sprint Speed, Crossing. Underlap: Movement Quality, Channel Runs, Vision. Drop deep: Dropping Deep, First Touch, Composure. Make an angle: Finding Space, Space Detection, Anticipation. Against a marker a shape moves the run's contest by up to 3 points; on the next ball it takes up to 18% off the defender who answers the way it beats.
  • Match the shape to the man: an overlap for a quick crosser, a drop deep for a forward with a good first touch.
  • Play the ball to him soon: the edge fades after about four turns.

Player stats

VIEW_STATS
  1. Long-press a player to open his menu.
  2. Press Stats. Close the menu to go back.
When
Any time.
Result
Shows his ratings (pace, shooting, passing, dribbling, defending, physical), his fitness and his discipline.

Tap the ball: send your nearest man

CHASE_BALL (ball tap)
  1. On a loose-ball turn, tap the ball itself.
When
Loose-ball turns, whether you nominate first or answer theirs. When the ball isn't loose, a tap on the ball selects your man on it.
Result
Your nearest fit outfielder is sent after it, exactly as if you had tapped him.
  • Tap a man instead when a faster one further away would win the race.

Walk, jog or sprint

urgency
  1. The length you drag sets his speed: up to 8 m walk, up to 20 m jog, longer sprint.
When
Any run you drag.
Result
Faster runs cost much more energy.
Decided by
Walk, jog and sprint reach 15%, 50% and 100% of his top speed; the energy cost per metre rises steeply. Drain is higher for low Stamina and Natural Fitness, repeated sprints (up to 2.5×), players over about 30, and heat or altitude. Tiredness lowers everything he does and shrinks his vision.
  • Don't sprint every run: late in the game it costs you.
While dragging you may see "Burst". That speed is never actually sent (known issue).

Chase a loose ball by drag

CHASE_BALL
  1. Drag one of your players and drop him within 4 m of a loose ball.
When
Your turn, ball loose.
Result
Sent straight away, no menu.

Pick up their runner

PICKUP_RUNNER
  1. On your turn, drag one of your men onto an opponent who is setting off on a run.
  2. Press Confirm pickup.
When
Only when that opponent has a run lined up.
Result
He picks up the runner. Win it and you get a bonus turn.

Bonus turn

ATTACKER_SECOND_ACTION
  1. After a successful pickup, you get one more move.
  2. Drag a player to run, or drag the ball.
When
Straight after a won pickup.
Result
An extra action before they reply.

Man-mark

match:mark_assign
  1. Long-press your player.
  2. In "Man-mark target", pick the opponent. "No man-mark" clears it.
When
Live play, your own players.
Result
He follows that man automatically, with no prompt.
Decided by
Man-marking is checked before zones. Markers can lapse: about 1 in 110 when fresh, about 1 in 3 when exhausted, less with high Sustained Focus and regular scanning.
  • Give the job to players with high Sustained Focus, and refresh it late in the game.

Zone: preset

match:mark_assign (zone)
  1. Long-press your player.
  2. Pick Tight 6 m, Normal 10 m or Wide 16 m (Off clears it).
When
Live play. A player has a zone or a man to mark, not both.
Result
He picks up any run that ends in his circle.

Zone: draw it

zone draw
  1. Long-press, then "Draw zone on the pitch".
  2. Press where the centre goes and drag out to set the size (3–30 m). Escape cancels.
When
Live play.
Result
A custom zone anywhere on the pitch.

Camera and keyboard

keys
  1. Drag empty grass to orbit the camera.
  2. Space: centre on the ball. + / Ctrl+-: zoom. Home / End: your goal / theirs. Arrow keys pan.
  3. Number keys pick a player by shirt number; Tab cycles; Enter confirms; Delete cancels.
  4. Keyboard drag: Space picks up or drops, arrows move 1 m (Shift: 0.1 m).
  5. G overhead view (R radar, H HUD), V vision cones, F grid, C chemistry lines, P time bank, T tactics.
When
Any time.
Result
View controls. They don't use your turn.

Set pieces

Restarts run a short setup ceremony (place players, pick the taker, Ready) before the taker drags the ball. The set-piece rule is checked first, so any drag by the taker is read as the restart.

Setting up a restart

ATTACKER_PLACEMENT → DEFENDER_PLACEMENT → READY
  1. Attacking side (up to 90 s): tap your taker on the pitch, or pick him from "Who takes it?".
  2. Drag your players into position. Drag your keeper far upfield to send him up.
  3. Press Ready (disabled until a taker is chosen).
  4. Defending side: place your men, build a wall if you want, press Ready. Your time is what the attacker used, up to 90 s.
  5. The taker then drags the ball.
When
Every restart except the shootout.
Result
If time runs out, the taker is your War Room pick, else the nearest man.

Build a wall

setpiece:defender:wall
  1. In your defending setup, tap 2 to 10 of your outfielders (not the keeper).
  2. Press "Set wall".
  3. Drag any wall player to move the whole wall.
When
Defending a restart.
Result
They line up across the ball-to-goal line, 9.15 m away.
Decided by
A shot is blocked if it passes within the wall's width plus 1 m, at 2.1 m high or lower; it rebounds loose. Free kicks leave the foot low, so height doesn't get them over: the kicker has to go round. More men means a wider wall. (The computer uses 5 under 20 m, 4 under 25 m, 3 under 30 m, 2 beyond, none past 35 m.)
  • A wide wall covers more of the goal but leaves fewer men to defend the delivery.

Quick free kick

setpiece:attacker:quick_signal
  1. Straight after the foul, press "Ask referee: quick free kick" (once).
  2. Choose the taker and press Ready fast.
When
Free kicks.
Result
The defence gets less time to set up.
Decided by
Taken within 10 seconds counts as quick. If the referee acknowledges your signal, the kick stands and the defence gets only 5 s; if he refuses, they get the full window. Never allowed with defenders inside 9.15 m of a dangerous mark.
Risks
Going quick without asking can be called back (stricter referees more, and more often within 30 m of goal). Only one call-back.

Free kick: shoot

FREE_KICK_SHOT
  1. When ready, drag the ball at the goal mouth.
  2. Confirm.
Placed (default)Power
When
Direct free kicks.
Result
A shot round the wall; the keeper answers.
Decided by
Free-Kick Accuracy, Curl, Power, Dip. Placed is slower and more accurate; Power is flatter and harder. The wall blocks anything passing within its width at head height or below.
  • Aim round the wall, not over it.

Free kick: deliver it

FREE_KICK_DELIVERY
  1. When ready, drag the ball anywhere that isn't the goal.
  2. Confirm.
Lofted (default)Driven
When
Free kicks.
Result
Lofted hangs in the air where you put it (attack it next turn). Driven is fizzed low along the ground, where a defender can cut it out.

Corner

CORNER_DELIVERY
  1. When ready, drag the ball from the corner into the box.
  2. Confirm.
  3. Next turn, tap one of your men to attack it.
In-swingOut-swingDriven low
When
Corners. A short drag is still a corner delivery.
Result
In-swing and out-swing hang in the air (attack it next turn); out-swingers land further from goal. Driven low is fizzed along the ground. If a lofted corner drops near their keeper, he can claim it.
Decided by
Routine Execution, Cross Accuracy, Forward Vision.

Throw-in

THROW_IN (SHORT_THROW / LONG_THROW)
  1. When ready, drag the ball from the thrower to where it should go.
  2. It is sent the moment you let go.
When
Throw-ins. Under 15 m short (on the ground), longer long (in the air).
Result
A short throw to feet, or a long throw that hangs like a cross.
Decided by
Throw Distance, Upper Body Strength. On a short throw, a defender within 6 m of where it lands contests it automatically.

Goal kick

GOAL_KICK (SHORT / LONG)
  1. When ready, drag the ball from your keeper.
  2. Sent when you let go. Under 30 m short, longer long.
When
Goal kicks.
Result
Short ones go along the ground and can be intercepted; long ones start an aerial duel.
Decided by
Long Distribution.

Penalty

PENALTY
  1. Taker: in the setup, pick one of six zones (high or low; left, centre or right).
  2. Keeper: pick a dive zone or React.
  3. When ready, drag the ball at goal and Confirm.
When
A penalty in the match.
Result
Neither side sees the other's pick.
Decided by
Placed or Power changes the pace of the kick; the zone decides where it goes. Taker: Execution Consistency, Big-Moment Calm, Shot Placement, High-Stakes Performance. He starts ahead of the keeper. High corners are hardest to save but most likely to miss the frame (up to 20%); low corners less (7%); the centre rarely misses but React punishes it.

Penalty shootout

shootout:order / shootout:instruction
  1. Drag your takers into order.
  2. Kicker: pick Placed, Driven, Chip (Panenka) or Stutter run.
  3. Keeper: pick Commit early, React, Stand tall or Advance.
When
Shootouts. No pick in 30 s means Placed / React.
Result
Each kick is decided from both picks.
Decided by
Chip scores against Commit early and React (but a taker with composure under 17 fluffs it about a third of the time) and is always saved against Stand tall or Advance. Placed against Commit early: half the time the keeper guesses wrong. Placed against Stand tall: only 8% saved. Driven and Stutter have no special matchup. On target 72–97% depending on how well the choice suits the taker; save chance 6–42% depending on how well the keeper's choice suits him.
  • Chip against a keeper who commits or reacts, never against one who stands tall.

Kick-off

kickoff
  1. Choose your kick-off taker in the War Room (Set pieces → Kick-off).
  2. After a goal, the usual restart setup runs.
  3. Then drag the ball like any pass or dribble.
When
Start of each half and after a goal.
Result
Play starts; the drag is read as a normal move.

Dropped ball

DROPPED_BALL_UNCONTESTED
  1. After an injury stoppage with no other restart, the setup runs as usual.
  2. Then drag the ball like any pass.
When
It goes to the keeper if it was in a box, otherwise to the side that last had it.
Result
An uncontested restart.

Advantage

advantage (referee)
  1. Nothing to do: keep playing after a foul on your man.
When
The referee plays advantage if your side keeps the ball and his personality says play on.
Result
Play continues for 1.5–4 seconds; if the chance fades, he brings it back for the free kick. A card is still shown afterwards.

Touchline and management

What you do as the manager rather than as the players: staff commands, shouts, tactics, subs, talks, gamesmanship, and the War Room before the match and at half-time.

Staff commands

staff:instruction (STAFF_PANEL)
  1. Open the side panel's Staff tab.
  2. Pick a staff member, then press a command.
EncourageMental resetCriticiseTactical instructionPress triggerTempoDefensive organisationAttacking instructionSet-piece directionTouchline protestFourth official complaintSubstitution callFormation changeHalf-time talkWarm-up signal
When
Your turn only.
Result
The command is shouted from the touchline.
Decided by
Eleven commands change the morale of up to three of your nearest players: Encourage and Mental reset lift them, Criticise stings, the instructions steady them, the protests fire them up. The opponent may overhear. The other four (Substitution call, Formation change, Half-time talk, Warm-up signal) are flavour only.
These commands change morale, not tactics. Tactics, formation and subs have their own controls.

Ask your staff

staff:ask
  1. In the Staff tab, open the Staff Room.
  2. Press one of seven topic buttons, or type a question.
When
Any time.
Result
Your staff answer with information.

Shout

match:shout
  1. Open "Shout / Communicate".
  2. Pick a command. The selected player shouts it, or your captain.
Push upDrop deeperPress nowMark playerSwitch it wideStay tightMotivateGive armband
When
Captain any time; other players only on your turn.
Result
The team reacts to the call.

Quick tactics

match:quick_tactics
  1. Press T, or open the side panel's Tactics tab.
  2. Adjust mentality, pressing, line, tempo and width; change formation or game plan.
  3. Or press a chip: Press trigger now, Fall back now, Time waste.
When
Action selection, defending turns, set pieces.
Result
Team-wide changes during the match. A new formation takes effect straight away, under the same rules as the War Room (your players take up the new shape).

Substitution

substitution:request
  1. Open Subs.
  2. Pick the player going off, then the one coming on; Confirm.
When
Your turn. At half-time you can also cancel a staged sub.
Result
The swap happens at the next stoppage.

Warm up a sub

bench:warm_up
  1. In the Subs panel, turn on warm-up for a bench player.
When
Any time.
Result
He's ready to come on without a cold start.

Emergency keeper

match:emergency_keeper
  1. In the Subs panel, choose an outfielder to go in goal.
When
When your keeper can't continue and you can't replace him.
Result
That player takes the gloves.

Captain's armband

match:armband
  1. In the Shout panel, press "Give armband" and pick a player.
  2. Before the match, assign the captain in the War Room.
When
Any time.
Result
The armband moves; the captain can shout at any time.

Time bank

match:time_bank
  1. Press the TB button in the header, or P.
When
Any time you have time left in the bank.
Result
Pauses the match clock while you think.

Talk to the officials

talk:submit (OFFICIAL)
  1. During a set-piece setup, open the officials box.
  2. Speak or type to the referee or the fourth official.
When
Only inside the set-piece setup panel.
Result
Your words reach the officials (for example asking for a quick free kick).

Gamesmanship

match:gamesmanship
  1. When the GAMESMANSHIP button appears, press it.
  2. Pick the action and the player.
Go down easyPressure the refTime wasteCrowd the takerTactical foul
When
Only when at least one option applies.
Result
Your player bends the rules; the referee may punish it.

Calm a confrontation

confrontation:respond
  1. When a flare-up pops up, pick a response.
Calm downLet it goEncourage aggressionSeparate them (team-mates)
When
After a clash involving your player.
Result
Affects his temper and discipline for the rest of the match.

Team talk

talk:submit (TEAM) / talk:war
  1. Before the match, at half-time or in the extra-time break, open Team Talk.
  2. Type or speak your talk. Saying "war" rallies the team.
When
Pre-match, half-time, extra-time break. Has a cooldown.
Result
Shapes the squad's mood; the screen shows the risk for each player.

Talk to one player

talk:submit (PLAYER)
  1. Before the match or at half-time, long-press the player.
  2. Use the talk option.
When
Pre-match and half-time (and during the match: see Talk to a player during the match).
Result
A one-to-one word with that player.

Talk to a player during the match

talk:submit (PLAYER, live)
  1. On your own turn, long-press one of your players.
  2. Type or say your word in the talk box and send it.
When
Live play, your own players only, on your turn. One talk every 20 s per side; the team talk stays for the changing room and half-time.
Result
The same one-to-one word as at half-time, with the same effect on his mood, straight away.
Risks
Too soon after the last one and it is refused until the 20 s are up.

Player instructions

changing_room:instructions / match:player_instructions
  1. Long-press your player: before the match, at half-time, or during the match.
  2. Set how he closes down, tackles, passes, crosses and shoots; stay on feet; waste time; marking.
When
Pre-match, half-time, and during the match (it takes effect straight away).
Result
Changes how he plays until you change it again. "Stay on feet" shortens slide reach; "waste time" unlocks the Waste time button.

Half-time War Room

War Room (half-time)
  1. At half-time, use the tabs: Team Talk, Tactics, Set Pieces, Medical, Stats, Review, GK Mode.
  2. Press "Start second half" when done.
When
Half-time.
Result
Change formation, tactics and instructions, re-place your XI, make subs, edit set pieces. Medical, Stats and Review are read-only. You can't change the captain, keeper or bench at half-time.

Pre-match War Room

changing_room:*
  1. Before kick-off, set formation, tactics, positions, instructions, kit, keeper mode, captain and bench, and set pieces.
  2. Press Ready.
When
Before the match.
Result
Everything the match starts from.

Set-piece editor

changing_room:setpieces
  1. In the War Room (pre-match or half-time), open Set Pieces.
  2. For kick-offs, goal kicks, corners, free kicks and throw-ins, attacking and defending: set the taker, wall, roles and up to 10 routines, and drag the players into place.
  3. Commit.
When
Pre-match and half-time.
Result
Your players start from these spots, and your taker is chosen first.
The taker's foot you pick here isn't used by the match yet.

Coin toss and kick-off

coin_toss:*
  1. Call heads or tails.
  2. Winner chooses: kick off, or choose an end.
  3. Pick the kick-off taker, then start.
When
Before the first half. You can skip the ceremony.
Result
Decides who kicks off and which way you play.

Custom skill moves

customMoveVersionId
  1. Build and validate a custom move in your repertoire.
  2. In a match it appears in the trick menu (or the run picker) when its base move is allowed.
When
Once validated and enabled.
Result
Your own named version of a trick or run.

Match settings

preferences
  1. Path persistence (home manager): how long drawn paths stay on the pitch.
  2. Settings → Gameplay (and the in-match settings menu): Ask me on every contest — off by default, so you are only asked about key moments.
  3. Settings → Gameplay: half-time break length.
  4. Display: overhead view, grid, radar, HUD, vision cones, chemistry lines, colour-vision mode, sound and voice.
  5. Return to hub leaves the match.
When
Any time.
Result
Personal preferences. Only "Ask me on every contest" changes what you are asked; none of them changes how a move is decided.

Not yours to control

These happen in every match but no button triggers them. Knowing that saves hunting for a control that isn't there.

The crowdApplause, boos, chants, silence and surges come from what happens on the pitch (goals, cards, home corners, time-wasting, streaks, derbies, late tension). You influence them only by how you play.
The ball kidsQuick or slow returns and holding the ball are decided by the stadium; they tend to favour the side that's winning, and holding the ball counts as time-wasting.
The referee and VARFouls, cards, offsides, penalties, goals, advantage and VAR checks are all the officials' calls. You can only talk to them in a set-piece setup, or protest via your staff.
Automatic defendingWith Key moments only (the default) your side answers routine contests for you at once, and the commentary says who went ("Saliba closed him down"). If you don't answer a key moment in 30 seconds, your side answers it the same way ("No answer — Saliba closed him down"). Your keeper still takes on-target shots, your nearest man set-piece deliveries, and assigned markers their runners. When none of your players can reach the ball in time you aren't asked at all: your side holds its shape.
What the computer doesAgainst the computer, it chooses its own moves and answers with the same menus you have. It won't chase a loose ball it can't reach within 7 seconds.

Known issues (for the dev team)

6 things that don't work as the screen suggests, don't match real football, or can't be reached yet. Found by reading the code and the project's own test notes, plus what's been reported from play. Items are removed as soon as their fix ships.

0 blocks play3 wrong result0 confusing3 cosmetic

Computer

  • Wrong resultDefending still leans on the man nearest the lane
    The top two defenders take about 40% of defensive answers, against 25–35% in football. The covering centre-back now races a through ball he can reach first, but in the build-up the man who cuts a pass still ends up on the lane.

Realism

  • Wrong resultFar too few throw-ins and goal kicks
    About 15 throw-ins against 40, and 10 goal kicks against 17. Long shots now go wide for goal kicks, but teams still play very few long balls (about 10 a match against 60 or more).
  • Wrong resultToo few offsides
    About 1.4 a match against 3–4: forwards drift towards the ball instead of waiting on the last defender's shoulder.
  • CosmeticCorners slightly low
    About 8.4 a match against 9–11. Partial blocks now deflect behind; blocked crosses still rarely do.
  • CosmeticPenalties and yellow cards slightly low
    Penalties about 0.1 a match against 0.25–0.35 (they were far too many); yellows about 2.8 against 3.5–4.5 at a normal press, in range when a team presses hard.
  • CosmeticTake-ons slightly low
    About 16 engaged take-ons a match against 30–40: shots from range and crosses now take turns that dribbles used to.